Ah perfect timing.
I am precisely working on a generalized fracture feature right now.
This method will handle concave, and it will be possible to do hollow thin objects, for example destruction of the plaster layers of a wall.
chunk swill also brake on composite chunks as opposed to now the they can only break in atomic pieces.
This will be the last feature to complete 3.14 and put a stable release.
if you are working on that they you can give me feedback and what you like to see.
at the moment I am on the general boolean operator that will replace all the special cases clipping function that I have now. I estimate I will have ready by the weekend.
regarding the questions
I would like to know if there are some prerequisites to meshes being fractured, IE they need to be manifold, convex, etc..
for fracture the only prerequisite Is that the form a close manifold surface. this is what is called STD mesh in some modeling packages, I know that 3ds Max, maya and autocad has it, you can apply a modifier that tell you if the mesh is STL and where the error are. It is easy to detect if the mesh has open edges, but to fix it has to be by a person.
Crashy wrote:HI,
For some objects ConnectVertex returns null.
However I cannot find what's the rule, as one of the problematic mesh is just a box...
It works fine with spheres, more complex models, another cube model I have but this one...no.
Thanks.
you may have found the one special case that my implementation of the Delany triangulation in height dimension fail to build.
Bassicaly if goes like this.
Say you want to build a concave hull 2d, you cam do that for any set of point that are not a straight line.
say you want to build a convex hull in 3d, you can do it for any say of point that does no form a flat plane.
say you want to build a convex hull in 4d, you can do that for any set of four dimension point that does no form a flat hyper plane, it is much harder to come of with a set of point that all form a hyper plane, but is just happen that a perfect box do form a hyper plane, basically is is the equivalent of a 4 dimension straight line.
to avoid that what I do is that I add some random point inside the box.
in the new implementation I will try to handle that king of special case. I do for normal 3d convex hulls, but is more difficult for 4d convex hulls.